My homebrew has used some version of the 2e Tome of Magic's Elemental Wizards for some time. I have created a feat, and am working on a wizard archetype that replicates that type of wizard specialty.
Since I am adhering to the intent of a previously developed class, there were some constraints on my design. I have decided to use a feat (much like Magic Initiate) to simulate dabbler's in elementalism, and a wizard school for the dedicated "Orders of Elementalism".
Simply put, you can get a fire elementalist or other specialty via spell list development/choices. But as stated above, I wanted to retain some of the 2e version for continuity. Here is the feat, and once the class/school is created, I may post that as well.
Even though this replicates 2e specialists, feel free to critique, so I know what to watch for in play. (Mainly been NPCs).
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Choose one element as your specialty. I.e Fire, Earth(acid), Water (cold), or Air (lightning). You gain the benefits of this feat for spells of your chosen specialty, but lose access to spells that oppose your chosen element.
Fire opposes Water, Air opposes Earth, and vice versa.
Since I am adhering to the intent of a previously developed class, there were some constraints on my design. I have decided to use a feat (much like Magic Initiate) to simulate dabbler's in elementalism, and a wizard school for the dedicated "Orders of Elementalism".
Simply put, you can get a fire elementalist or other specialty via spell list development/choices. But as stated above, I wanted to retain some of the 2e version for continuity. Here is the feat, and once the class/school is created, I may post that as well.
Even though this replicates 2e specialists, feel free to critique, so I know what to watch for in play. (Mainly been NPCs).
---
Choose one element as your specialty. I.e Fire, Earth(acid), Water (cold), or Air (lightning). You gain the benefits of this feat for spells of your chosen specialty, but lose access to spells that oppose your chosen element.
Fire opposes Water, Air opposes Earth, and vice versa.
- Elementalists learn spells related to their element at half the time and cost.
- Choose and learn one cantrip associated with your element.
- You have advantage on saving throws versus spells of your chosen element.
- Once per long rest, you may cast your cantrip or a spell as using a spell slot 1d4 levels higher.
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